#RiggingInMaya | Part 09 | Control Joints
Hello and welcome in my #rigging in #Maya series. it’s about time we started to tackle some of the systems which the controls will drive. As this is a game rig, we want the base skeleton to be left as clean as possible so what we are going to do next is create a series of #control #joints. These will give us a cleaner rig, especially when it comes to exporting. --------------------------------------------------------------------------------------------------------------------------------- 00:00 Introduction 00:35 Channel Support Options 01:41 Create The Base Joints 03:50 Changing Joint Colours 04:41 Joint Renaming 06:31 Connecting the IK & FK Arm 11:05 Why Use Constraints Instead of offsetParentMatrix 13:55 Connecting the IK & FK Arm Continued 20:00 Connecting the IK & FK Leg 25:45 Spine & Limb Overview 26:52 Join the antCGi Club --------------------------------------------------------------------------------------------------------------------------------- Visit the antCGi Store - https://www.antcgi.com/store Join the antCGi Club - https://www.antcgi.com/antcgi-club Say "Thanks!" with a Coffee - https://www.ko-fi.com/antcgi Follow On Twitter - / antcgi Join the antCGi Club Discord Server - / discord Tools Used - Autodesk Maya - https://www.autodesk.co.uk/products/m... Also Follow Me At - / antcgi / antcgi https://www.artstation.com/antcgi Download - https://www.cubebrush.co/antcgi https://www.ko-fi.com/antcgi https://www.artstation.com/antcgi https://www.gumroad.com/antcgi

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